1.前言
实现被遮挡部分高亮的shader
2.完整shader
Shader "Custom/HiddenHilight" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
//part of being occlusion
_Color("Occlusion Color", Color) = (0,1,1,1)
_Width("Occlusion Width", Range(0, 10)) = 1
_Intensity("Occlusion Intensity",Range(0, 10)) = 1
}
SubShader {
Tags { "Queue" = "Transparent"}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
Pass
{
ZTest Greater
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 worldPos : SV_POSITION;
float3 viewDir : TEXCOORD0;
float3 worldNor : TEXCOORD1;
};
fixed4 _Color;
fixed _Width;
half _Intensity;
v2f vert(appdata_base v)
{
v2f o;
o.worldPos = UnityObjectToClipPos(v.vertex);
o.viewDir = normalize(WorldSpaceViewDir(v.vertex));
o.worldNor = UnityObjectToWorldNormal(v.normal);
return o;
}
float4 frag(v2f i) : SV_Target
{
half NDotV = saturate(dot(i.worldNor, i.viewDir));
NDotV = pow(1 - NDotV, _Width) * _Intensity;
fixed4 color;
color.rgb = _Color.rgb;
color.a = NDotV;
return color;
}
ENDCG
}
}
FallBack "Diffuse"
}
3.结论
此方法对于简模,比如正方体,高亮会有问题